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- * This file controls the default settings of DMapEdit and will be used if
- *it is located in either the current directory, or the same directory as the
- *dmapedit.exe file. If both are present, it will use the one in the current
- *directory, so it is possible to have different setups in various different
- *directories. Please note that settings in this file will override previous
- *editing state settings, if you've told DMapEdit to load them at startup.
-
- * All comment lines must start with a '*'. A comment may begin partway
- *into a line too, however. Basically, a comment starts at the first '*' in
- *a line and ends at the end of that line. Blank lines and comments are not
- *processed by DMapEdit.
-
- * Listed below are descriptions of all the different variables that can
- *be set, along with the valid settings, if checked for accuracy. The basic
- *format of all parameters look like this:
-
- * variable=setting
-
- * Spaces and tabs are ignored when processing.
-
- * You may list parameters in any order whatsoever you wish. DMapEdit
- *doesn't care what order they are in. Keep in mind that the file is
- *processed from top to bottom, however, so later lines can cause earlier
- *lines to be ignored.
-
- * Any setting that you don't define in an INI file will use the default
- *settings defined in dmapedit.exe.
-
- *---------------------------- Variable listings ------------------------------
-
- * You can set the path to Doom, Doom II and Heretic's IWAD's to point to
- *either the directory of doom.wad (or doom2.wad), or point to the doom.wad
- *(or doom2.wad) itself. Note that you can use '/' or '\' in all path
- *statements. They will all be converted to work properly.
-
- * If you don't have one of these games, simply comment out the line of
- *what you don't have by placing a '*' in front that line.
-
- doom path = c:\games\doom
- doom 2 path = c:\games\doom2
- heretic path = c:\games\heretic
-
- *VIDEO MODE is the video mode number, which can be 0 - 4. Mode 0, however,
- *is not supported by DMapEdit, as it is simply too low a resolution. The
- *modes are as follows:
-
- * 0 - 320 x 200 (Can't use with DMapEdit, though. Too low resolution)
- * 1 - 640 x 400
- * 2 - 640 x 480 (recommended, and default)
- * 3 - 800 x 600 (alternate recommended mode)
- * 4 -1024 x 768
-
- video mode = 2
-
- *DMapEdit makes a backup of any PWAD you try to save over. If you set backup
- *to no, DMapEdit will delete this backup after it has successfully saved the
- *new PWAD. This can help save some disk space if you have a lot of pwads
- *around. Otherwise, it's recommended to set backup to yes. If an attempt to
- *save a PWAD fails, your old PWAD can be found as the same name with the
- *extension '.bak'. It is highly recommended that you make backups of
- *important work from time to time, especially when you accomplish something
- *significant that you'd rather not have to redo, should you lose the file.
- *Usually saving a copy of the file to another hard drive partition or a floppy
- *works well for me.
-
- backup = yes
-
- *SKIP INTRO bypasses the intro screen. (Not recommended if you don't have a
- *registered version of DMapEdit. :)
-
- *skip intro = yes
-
- *LEFT MOUSE BUTTON, MIDDLE MOUSE BUTTON, and RIGHT MOUSE BUTTON define the
- *function of each of the mouse buttons at startup. Valid settings are add,
- *delete, edit, or mark. The default settings are:
-
- * left mouse button = add
- * middle mouse button = edit
- * right mouse button = delete
-
- left mouse button = add
- middle mouse button = edit
- right mouse button = mark
-
- *DRAW WALL TEXTURES is for anyone who is still experiencing the texture
- *picklist drawing bug. Though I believe I have solved this bug, if it
- *happens to occur on your machine still, you can disable the drawing,
- *allowing to you still use DMapEdit until it gets fixed. The trade-off is
- *that you won't get to see what the textures will look like.
-
- draw wall textures = yes
-
- *FLASH MODE allows you to use either the old v2.1- method of hilighting, or
- *the new pulsating green method of hilighting. Valid settings are old and
- *new.
-
- flash mode = new
-
- *BRIGHTEN COLORS controls how much colors are brightened when displaying
- *Doom textures (wall or floor/ceiling). The reason for this is that Doom
- *colors are normally too dark to see well (in my opinion anyway). If they
- *still seem to dark, raise this value some.
-
- brighten doom colors = 10
-
- *PWAD DIRECTORY PATH, if present (or not commented out) is the default
- *location to look for PWADs. This means when you start DMapEdit up and select
- *load file from the menu, it will display files from this directory, instead
- *of whatever directory you were in when you ran DMapEdit.
-
- pwad directory path = c:\dme
-
- *CURRENT MAP SLOT is the map slot loaded and displayed at startup. Basically,
- *it is the active map slot, and was the slot active when you left DMapEdit
- *during the last editing session (assuming you have it set to save the editor
- *state upon exit). Valid values are 0-9. 0 would be the clipboard, which
- *will be empty at startup.
-
- current map slot = 1
-
- *SAVE EDITING STATE indicates if the INI file should be updated when you exit
- *from DMapEdit or not (so the editing state can be restored when you run it
- *next time).
-
- save editing state = yes
-
- *FORCED DOOM/DOOM 2/HERETIC/HEXEN CCT, if present, indicates a Color
- *Convertion Table (CCT) file to be used instead of the 'on-the-fly' color
- *convertion table generator. Basically, the older versions of DMapEdit used
- *this, using the file 'coltable.dme'. If you liked that better than the
- *auto colors DMapEdit generates when displaying wall textures, you can
- *uncomment the following line.
-
- * forced doom cct = c:\dmapedit\coltable.dme
- * forced doom 2 cct = c:\dmapedit\coltable.dme
-
- *The following variables indicate the preference menu state of the named
- *items.
-
- divide heights by 8 = yes
- floating bluebox = yes
- grid size follows roundoff = yes
- zoom on mouse position = no
- auto merge = yes
- xor boxmarking = yes
- bluebox hidden = no
-
- *--------------------------------- Groups ------------------------------------
-
- * Groups (or blocks) are identified by the '{' and '}' symbols, which
- *surround the group variables. It is also recommended that group variables
- *be indented, to help people reading this file identify them more easily.
- *Variables not within groups (such as all of the variables that have been
- *listed thus far in the file) are called global variables.
-
- *Some of the group variables can also be used as global variables, in which
- *case they represent the default values to be use for new groups that are
- *created by the editor. Otherwise, when used locally in a group, it will only
- *affect the current group. Those variables that can be used globally are
- *indicated with a (G) in their description.
-
- *The groups are normally automatically generated by DMapEdit, and record the
- *state of the editor when you exit, so that it can be restored when you run
- *DMapEdit the next time. It is recorded here, however, to allow you to edit
- *the editing state if you wish. Unless you have a good reason for doing so,
- *however, there really is no reason to change any of it.
-
- * At present, there are only 2 types of groups: Map slots and map data.
- *An example of each follows. Because they are examples, they are commented
- *out. DMapEdit will, in the course of events, add and remove entire groups
- *when it saves the state, so it reflects the current slot/map usage. Thus,
- *instead of commenting an actual slot and map group, which DMapEdit might
- *end up removing later, examples are shown, commented out. DMapEdit leaves
- *all comments intact.
-
- *Map Slot groups: The variable name will be 'map slot X', where X is a number
- *from 1 to 9, identifying the slot it represents.
-
- *map slot 1 = {
-
- *LINK INDEX is the map data group which this map slot information goes with.
- *Since more than one slot may act as a 'window' into the same map, more than
- *one map slot may be linked to the same map data group. Changing the map
- *itself from any one of these map slots actually changes the map data group
- *they are linked to (like lets say you add a line). Since all the other
- *map slots are linked to that map data group, they will all see the changes
- *this one map slot made. LINK INDEX should either be the same number as the
- *map slot number, or the number of another map data group, as long as that
- *map data group has another slot pointing to it as well, and one of them is
- *is the same as the number you use.
-
- * link index = 1
-
- *X OFFSET and Y OFFSET map coordinates of the (0, 0) screen coordinates.
-
- * x offset = 384
- * y offset = 864
-
- *EDIT MODE selects the initial edit mode to start in. You can set this to
- *either things, vertexes, lines, sectors, rectangle, or sidedefs. The default
- *is things. (G)
-
- * edit mode = Lines
-
- *ZOOM sets the initial zoom factor. This can be any value from 0 to 14. The
- *default is 8. (G)
-
- * zoom = 8
-
- *CROSSHAIR controls the visibility of the crosshair, 'on' or 'off'. (G)
-
- * crosshair = on
-
- *GRID can either be 'on' or 'off', and controls whether or not the grid is
- *being displayed. (G)
-
- * grid = off
-
- *GRID BRIGHTNESS sets the intensity value of the grid. It must be a value in
- *the range of 1 to 3. (G)
-
- * grid brightness = 1
-
- *GRID SIZE is the translated size of the grid. (G)
-
- * grid size = 2
-
- *ROUNDOFF SIZE is the translated size of the roundoff value. Please note
- *that ROUNDOFF SIZE should be setup before ROUNDOFF is specified, as this
- *value is used internally by ROUNDOFF, and if it isn't set yet, will have
- *a screwly value, and results can be unpredictable. When DMapEdit generates
- *a map group, it insures things are in the right order. (G)
-
- * roundoff size = 2
-
- *ROUNDOFF specifies if roundoff is currently on or off. (G)
-
- * roundoff = on
-
- *THING SIZE is a number used to indicate the size (or state) of thing
- *display. Valid values are -1, 0, 1, or 2. (G)
-
- * thing size = 0
-
- *POINT SIZE LOCKED indicates the named preference menu state. (G)
-
- * point size locked = no
-
- *POINT SIZE is the size vertexes are to be drawn as. (G)
-
- * point size = 1
-
- *SIDE KNOBS controls whether a knob is drawn for the right sidedefs of lines
- *or not. (G)
-
- * side knobs = off
-
- *SIDE KNOB SIZE controls the length of the knobs. (G)
-
- * side knob size = 32
-
- *LINE MATCHING will make all new lines created attempt to take on the
- *characteristics of the neighboring line (connected to line). (G)
-
- * line matching = on
-
- *LINE COLORING SCHEME is the scheme used to color lines with to indicate
- *the characteristics of the lines. (G)
-
- * line coloring scheme = 0
-
- *THING FLAGS MASK is the test bit mask that is ORed with flags of all Things
- *to determine if they should be displayed or not (Filter). (G)
-
- * thing flags mask = 7
-
- *THING FLAGS MASK 2 is the 'must match' mask. Bits that are set must match
- *up the same in THING FLAGS MASK as in the Things to be displayed (either
- *both bits cleared, or both set). (G)
-
- * thing flags mask 2 = 7
-
- *The following designates the end of the group.
-
- *}
-
- *Map Data groups: The variable name will be 'map X data', where X is a number
- *from 1 to 9, identifying the map data structure it represents.
-
- *map 1 data = {
-
- *MAP TYPE identifies what type of map it is, or put another way, which IWAD
- *the map modifies. Valid values are 'Doom' or 'Doom 2'.
-
- * map type = Doom 2
-
- *EPISODE gives the episode # to load at startup. The default is 1.
-
- * episode = 1
-
- *MISSION gives the mission # to load at startup. The default is 1.
-
- * mission = 1
-
- *MAP gives the Doom II map # to load at startup. The default is 1. Note
- *that the EPISODE/MISSION variables and the MAP variable are mutually
- *exclusive. Using one will cause the other to be ignored. If neither
- *one is set, EPISODE/MISSION is used by default. Which one is used also
- *controls which IWAD to use at startup. If one of the two Dooms can't
- *be found, it is locked out. Thus, is you set map=7, but Doom II can't
- *be found, E1M1 will be forced. Valid settings are 1 thru 32.
-
- * map = 1
-
- *MAP SOURCE indicates where this map comes from, or it's source. This can
- *be 'iwad', which means it's a map from the IWAD file, 'pwad', which means
- *it's from a PWAD file, or 'none', in which case it has no source, and is a
- *blank map.
-
- * map source = iwad
-
- *The following designates the end of the group.
-
- *}
-